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LD22

4pm EST – Sat

Powerups are well underway, they show up and are all spicy and make tons of awesome chipnoise when you pick them up!

 

 

6pm EST – Sat

I got powerup and meter fixed position working now, so that’s another bug out of the way.  Just going to do mostly graphics work and polish now, feels pretty good, though I’m not -that- amazed by my game concept, it’s kinda generic, but I think I’ve got a humorous twist at least.

Going to eat, got Fish and Chips for LD22 dinner tiem.

7pm EST – Sat

Fish and Chips were great.

Right now, I’m working on art assets.  Trying to decide if I want to just do floating heads and abstract it, or if I want to do a character set.  I’m not too enthused about creating my own full sized sprites right now, feeling a little burnt out.

I also need to consider music, either just finding something royalty-free, or whipping up a quick loop or two in renoise tonight.

I’m on track for finishing though, so that’s great news!

8pm EST – Sat

Still working on sprites.  I have really no idea where I want to go with them at all so I’m just making really simple ones.

The screen will view somewhat small so you can see more of what’s in the room at once.

I think I’ll revise the tileset while I’m at it…

9pm EST – Sat

Ok so I’m doing floating faces of some sort for the sprites.  Unless I have a sudden burst of inspiration tomorrow, I won’t have any better ideas anyway, so I’ll work with it.  After this, I’m going to put together some music, the game-end screen, and then start working on the hiscore system.

At least it’s not ragefaces, lol.

10pm EST – Sat

Adding in the game over logic now, including the submission of highscores.  They’ll be kept track of on a server…which might not be able to handle the LD22 traffic, but that’s something I can’t do much about.

The game should be pretty nice and polished come tomorrow, and I feel pretty good about it.

11pm EST – Sat

Things are going a lot smoother now, I just made all 3 of the difficulties and put together the stage select screen.  Now onto the highscore system!

12am EST – Sun

Working on the hiscore system, dunno if the game will have music but I’m going to give it a shot.

1am EST – Sun

The hiscore is going pretty well so far.

I’ll have a download link of the stencyl project for anyone who wants to see the source (and of course the judges), covered by a CC3.0 license as described on the page itself.

I can’t wait to get this uploaded so you all can see it 😮

2am EST – Sun

A bit late on this hourly, but I was finishing up the webpage for the game!

It’s available at : http://games.temperancexiv.com/ld22/ for test.  Play it if you want, submit your hi-scores to the table, and leave comments if you find any bugs.  You can also email me at ajstroud@temperancexiv.com!

I’ll be spending today bug testing and fixing before submitting it.  Feels good to have 17+ hours just for testing and polish.

1pm EST – Sun

Ahh, good night’s sleep and some good food really helps put one into a good mood for bug fixes.

Here’s this morning’s changelog!  I’ll be updating the site with the latest version and clearing out the hiscore tables as soon as I can.

v1.1
 Bug Fixes
 - powerups on how-to menu fixed
 - score position in game over fixed
 - fixed crash when placing blocks on either side of self and wall
 - enabled hack protection for a known exploit
 - powerup spawn range readjusted
 
 Balance Fixes
 - f-bomb duration halved
 - fbomb lifespan 0.3 seconds
 - fbomb range lowered to 200%
 - max pwr increased to 80
 - pwr regen per second increased to 6
 - block internal cooldown reduced to 5
 - block pwr cost reduced to 3
 - block lifespan increased to 3 seconds
 - Hugg speed decreased to 10
 - Orphan speed decreased to 14
 
 Misc
 - Added main menu button to scene select

 

LD23

Am I in? You know it.

Hey there LD community, it’s been a while, and I’m looking forward to the start of a new /compo!

Last time I submitted a limited and rather boring game: The Cheese Stands Alone, for LD22’s heme “Alone”

Looking back, I got a bit hung up on trying to make the theme -into- the gameplay, and spent too little time refining an idea.  My first plan was actually a rather heady game about solipsism…way too cerebral, even for a long-term project.

The plan this time around is to come up with a simple gameplay formula that I can refine, and make fun without necessarily making it too complicated or difficult.  I feel like I’ve got a better hang on the timetable now, so things should be smoother.

Needless to say, with more experience, and the same vigor, I’ll be moving forward and I hope to impress with my /compo entry this time.

As before, I’ll be posting hourly updates while I’m not asleep, and I may livestream or timelapse, I haven’t decided yet.

 

Tools of the Trade:

> Flashdevelop and Flixel

> PyxelEdit

> Flan (if I need tilemaps for Flixel)

> Renoise

> Audacity

> SFXR

 

Are you prepared?

It’s a small world after all.

Kind of a rough theme to work with, though it lends itself well to both setting and mechanics, I like it because it makes me think.

I’ve already come up with four ideas and tossed out three of them as being somewhat boring, or uninspired, but I’ve settled on one that allows me to do a small bit of a story at the same time as gameplay.  It should be fun to play, even if it doesn’t end up being the most original thing ever.

11pm EST – The beginning!

Please accept this development screenshot as my progress for the hour!

Island Tiles, No coconut wives though.

 

Next in line is the character sprite, then I’ll work on the basic movement and everything of it.

Pre-sleep update. 1am EST

I’m going to be hitting the hay in a few minutes.

The game is coming along smoothly, I’m working on the main game mechanic next, now that I have basic movement and the island done for now.  After I’m done with that, I’ll integrate the upgrades system, and then probably work on story slides for between levels.

I may program in multiple weapons, but I’m not sure, I think I’m going to keep this game simple.

I should be up bright and early, and I’ll post my first hourly once I get to work and get stuff done.  Breakfast being important and all, that’ll probably come first ;o

I’m awake! I’m awake! – 9am EST

Slept a little longer than I had planned, but this is ok.

Next in line on things to do is to get objects to fall from the sky, and to give you warning as to where they are falling from.  So I’ll need a sprite for them, and a sprite for the indicator, then the code!

I’ll also be looking into layered music, as the gameplay should be pretty simple.  The idea is that the basic music track will be almost ambient, and mostly percussion, but as more and more objects fall from the sky, a main track will slowly fade in, making the scene more intense.

I know I can code it, but I wonder if I can compose it 😮

The sky is falling! – 10am EST

Alright, it took longer than I thought it would to get meteors falling from the sky and colliding with the tileset.  Basically at this point what happens is they randomly spawn en-masse, and just fall.  If they hit a collidable tile, they delete themselves.  There will be a gibs effect for this in the final version, probably with some physics.

Chicken little was right!

Next up, the OH SNAP! indicator.

Precious Gibs! – 11am EST

Ok, so the OH SNAP! Indicators are in, as are the gibs.  I’ve yet to put in a short burst animation when the meteor hits a tile, that’s next in line.  The OH SNAP! Indicatorsshow you where the meteor is to fall, and if it’s off the screen, it hangs out at the edge of the screen so you know there’s one in that direction.  I’m probably going to make it a little bit clearer, like pointing to the left or right, but it’s fine for now.

The gibs are little orbs atm, and they move with physics, and a limited lifespan it’s neat 😮

IS FUNNY TO ME!

Next up, I’m going to put in the other island dwellers, and have them running around all haywire because the sky wants to kill them.  Might also put a parallax BG in there as well.

Lunchum Dare – 12pm EST

So I took a quick 30 minute break for lunch, had a bagel with some rich people cream cheese on it (read: cream cheese with canned crab mixed in).

No real new screenshot this hour, but I did clean up the meteor drop so that two meteors don’t drop in the same x column unless one of them is already on screen, so that the OH SNAP! Indicatorsare more accurate.  My next update is to give them each a small indicator showing how many meters above the island that the meteor still is.  This should allow players to easily know which meteors to prioritize.